This is a big issue for me. I donât play with people I donât trust because lots of them are going to be there to ninja loot or grief. Iâm just not interested in playing with randos, and I never have been since the game came out in 2000. I want to play with a couple of friends, because I know theyâre not going to try to mess up the game for the rest of us.
Well you are wrong, i am very greedy in D2R too. I always was like that in D2. But understanding of how game and community works helped me to understand how that command would negatively impact the game. My inner greed is competing with logic, so far logic wins.
You can have that with real players tho. You dont need command for it.
I am doing this for ages. I was doing it on D2 realms with 1000x smaller player base. You dont need players x for it, real people are playing online.
Thats why you can join public split MF runs.
Maybe just a little bit but its not that bad really. Maybe only now before ladder.
Well this is already listed greed.
Ok but how is that related to players x. If you do quests in public you can miss the quest i guess? Idk how tho as you will get it in party but fine in some occasions you can miss something. But then you can do quest in solo game. You could do it in the first place.
You mean rationalization wins. Obviously when the motivation is the same, but you only see your side thatâs not logic.
Unless youâre talking about split farming (which isnât cooperative), thereâs not way to do it. Having other players around, helping, directly affects how hard it is to play.
Not sure what youâre getting at. Obviously you canât be getting more experience than SP in other places by yourself.
[quote=âZax-11538, post:23, topic:115529, full:trueâ]
Thats why you can join public split MF runs.
[/qoute]
Thatâs not cooperative play. Thatâs just a primitive form of /players that takes more work to set up.
Itâs certainly a level of work. Thereâs no question thatâs true.
Sure, as a drawback of playing MP.
You understand that if you canât quest together effectively, itâs not really a good MP game?
Nope, itâs not even rare - or at least it wasnât back when the view public games features were working properly. Try doing a public leveling game thatâs clearly marked. I bet a few will jump in to kill later act bosses.
EDIT: Yea, I saw how you added them. Basically slanted to make them look negative rather than listing how they would benefit the community as a whole.
Keep the drop-rates and experience the same as player 1 for all I care. I just want the ability to bump up the difficulty and push my build to the limits. And I want to be able to do it without ruining other peopleâs public games.
This is a pain in the butt and you know it. Having to organize 7 other people and then have everyone decide which map they are going to focus on. Then waiting around until everyone finishes their little zone. Then doing it over and over.
The concept of Players2-8 exists because the designers wanted a multiplayer game. Then since you can even cheat in single player if you want, they figured why not allow single players to emulate the setting if desired. Now we are coming full circle where people are using the argument of its existence on single player as a reason for it to exist on multiplayer, thus defeating the entire purpose of multiplayer.
I personally would address this issue by nerfing any build that can easily do P5+ with a benchmark of balance to be around P1-3 depending upon how good the buildâs gear is. That way even if a player could have P8 games (which they still shouldnât be able to without actual players), they wouldnât be able to do them without others.
âHere are my noble, logical, arguments that any reasonable and moral person will agree with. And here are my opponentâs loathsome, self-serving, degenerate arguments that anyone can see are despicable and contrary to everything good.â
I would not list it at all if i would not consider it as valid reason. When all people share their reasons i will make another topic and talk about results and what blizzard can do about it because so honestly majority of reasons can be fixed by different game mechanics or features.
⌠and thatâs exactly what youâre unsuited to do both. Youâve come to the discussion with a predetermined outcome (âonly other solutions are valueâ) and havenât entertained reasons why it would be better at all.
For example your first âgreedâ is much less slanted if you say:
/players decreases âno dropâ therefore providing more loot per kills. Thatâs more loot overall if the kill rate can be maintained.
Arguments âforâ would be
a) Less time investment for items, provided you can hack the difficulty.
b) deflation of item values, makes trading for items easier overall
c) botting has already flooded the market, so there would be minimal overall difference.
d) I donât have to put up with MP issues present in D2.
Arguments âagainstâ would be
a) It makes a cool item I find less valuable for trading
b) It makes the game over all easier since equipment quality should improve even for SSF.
c) botters can find even more stuff easier since they can /players
d) it makes LK even more of a goldmine
Thatâs a presentation of both views with an attempt to limit bias. Hopefully, you can see the difference.
You are missing the point of this topic or maybe i didnt explain it well.
I am not trying to find arguments for or against it. I am trying to find reasons why people want it because it can show real issues this games has in online play and then there should be discussion how to solve them. Players x command is not good solution, implementation of it would be avoidance to solve real issues. Game should be improved. Ignoring issues by giving us artificial players instead of improving playing with real ones is bad approach.
While I encourage âfact findingâ or at least finding the pain points, your approach is still a problem. First off, your agenda seems to be to attack reasons for /players. At the very least youâve portrayed the reasons rather negatively. Second, youâve stated your opinion as fact multiple times (âplayers x command is not a good solutionâ, âavoidance to solve real issuesâ "bad approach) without any support. Thatâs agenda without reason.
If you want to fix your topic to be âwhy people want /players Xâ then at least start by listing what it would accomplish in a neutral, factual fashion. I fixed #1 for you, see if you can do a few others.
Yeah because it is a fact. But its fine if you dont see it that way.
Why is that a fact? Because point of MP game is to have players playing together. Having MP game where players would prefer artificial players instead of real ones is kind of failure dont you think?
Or you know what? I take that back. Its not bad decision, it would be Cheap and Lazy solution not adressing real ingame problems and creating new problems on top of that.
No, itâs not a fact. You can play by yourself, and many do. Often I play with friends, but when they arenât around often I play by myself because of years of toxic experiences with strangers. You can perceive that as a design failure but obviously they added the ability to jump into games to go hostile as a design feature.
Iâve also provided plenty of reasons why /players wouldnât really affect actual cooperative play. Those players are in it for the socialization, not for the reasons youâve justified keeping it from others. I can also list reasons why itâs a more practical solution then mass changes that could have other unintended effects.
Again, the problem with your approach is that youâve decided what you want to see was problems in an attack mode. Letâs look at your first reason again: " Greed - doesnt need explanation, people want more stuff even when online mode provide enough opportunities." Youâre saying anyone that wants that is engaging in a deadly sin which is bad in ways that doesnât require explanation, but hey, this change isnât needed either. Thatâs an insult and argument against where youâre supposedly addressing âwhy it might be neededâ. Yea, right.
EDIT: For reference, Iâm not set on /players X as a solution to the issues I perceive. Itâs just an easily understood reference for a sliding difficulty option.